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Arcade › Skybound Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Golden Razz built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skybound Sprint yet. Play it, then tell Golden Razz what you would add next.
Skybound Sprint was built by Golden Razz with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Skybound Sprint opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a browser-based first-person 3D platforming game titled “Skybound Sprint.” Use Three.js or an equivalent real-time 3D engine, with a 72-degree perspective camera, antialiasing, high-quality color/tone mapping, and a bright sky-blue background with matching distant fog. The player is an invisible first-person character/camera controller; do not show a third-person avatar. The objective is to traverse five separated floating islands arranged in a rising, zig-zag path into the distance and touch the glowing gold finish beacon on the final island. World layout: build exactly five chunky rectangular floating islands, each with a gray-blue rock/concrete body about 2.2 units tall, a thin green grass top, and a slightly raised pale trim/rim around the top. Place them as follows in world coordinates, with the player initially at (0, 2.3, 2.5): island 1 at (0, 0, 0), size 10 by 10; island 2 at (7, 2.8, -7), size 7 by 7; island 3 at (-5, 5.8, -15), size 8 by 7; island 4 at (5, 8.8, -24), size 7 by 7; island 5 at (-2, 12, -34), size 10 by 9. The islands are floating in open air, with no connecting bridges. Decorate island tops with a few dark rock props around their corners/edges. Add soft semi-transparent white procedural cloud banks throughout the background and below/around the route, while keeping the sky readable. Use hemisphere lighting and a warm directional sun so the scene is softly lit and shadows are visible. Movement should feel like an FPS obstacle/platforming run: keyboard WASD and arrow keys move, Space jumps, and dragging the mouse/finger looks around. Set movement speed around 7.2, jump speed around 9.5, and gravity around -24. Use collision against all five island groups so the player can run and jump on their top surfaces. Keep momentum important because the gaps require jumping from one island to the next. If the player falls below y=-14, increment a Falls counter and immediately reset them to the starting position on island 1. Track the furthest island reached based on which island is geographically nearest to the player; never reduce the displayed progress after reaching a later island. When the player comes within about 2.4 units of the final beacon, mark the run won and stop active movement/update progression. At the far end, place a gold cylindrical beacon on island 5 at approximately (-2, 14, -34), glowing/emissive warm yellow-orange, with a luminous gold torus/ring on the final island surface beneath it. Rotate the beacon slowly and rotate the ring continuously to make the goal visually apparent. The win state should append a bright “FINISH!” message to the HUD and change the bottom hint to “You made it — tap the screen and run it again.” HUD/UI: render a fixed overlay over the canvas. In the upper-left, show “SKYBOUND SPRINT” in uppercase bold lettering inside a translucent dark navy rectangular panel with a thin light border. In the upper-right, show “Island 1 / 5” and beneath it “Falls: 0,” updating the island number and fall count as play continues; retain the same translucent dark panel style. At the bottom center, show the instruction “WASD / arrows to move · Space to jump · drag to look” in a translucent dark navy bordered strip. On initial load, show a full-screen dark translucent blue start overlay with a centered dark card, thin pale border, and subtle shadow. The card contains the large title “Skybound Sprint,” the description exactly: “Cross five floating islands, keep your momentum, and touch the gold beacon at the far end.”, and a prominent gold button labeled “START RUN.” The game should not begin until that button is pressed. On start, hide the overlay and request pointer lock where available. Make the layout responsive for desktop and mobile/touch, preserving the clean dark navy, pale blue, green, gray, and gold visual palette. Do not add enemies, collectibles, weapons, timers, health, lives, or other mechanics not described here.